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Subclass Warlock Archfey Patron

yoonmoonsik edited this page Aug 19, 2026 · 8 revisions

What Is the Archfey Patron?

The Archfey Patron is a Warlock subclass defined by mobility and repositioning. Steps of the Fey at Level 3 is a Misty Step-based system with four variants — teleport and taunt, teleport and terrify, teleport and refresh allies, or teleport and vanish. At Level 6, Misty Escape gives you a reaction teleport plus 2 turns of Invisibility when you take damage, spending a Steps of the Fey charge. At Level 10, Beguiling Defenses grants Charm immunity and a Reaction that reduces the damage of a hit against you.

Class Features

Progression Overview

LEVEL FEATURE
3 Archfey Spells, Steps of the Fey
6 Misty Escape
10 Beguiling Defenses

Level 3 Features

Archfey Spells

Your Patron grants an always-prepared spell list that doesn't count against your Pact Magic limit:

WARLOCK LEVEL SPELLS ADDED
3 Faerie Fire, Sleep, Calm Emotions, Misty Step, Phantasmal Force
5 Blink, Plant Growth
7 Dominate Beast, Greater Invisibility
9 Dominate Person

Steps of the Fey

Your defining Level 3 feature. You gain Steps of the Fey charges, powering a choice of four teleportation variants as a Bonus Action. Each variant teleports you to a target location and applies an additional effect.

Steps of the Fey charges scale with Charisma:

CHARISMA SCORE CHARGES PER REST
13 or lower 1
14–15 2
16–17 3
18–19 4
20–21 5
22–23 6
24+ 7

Taunting Step

  • Teleport to target location
  • Launch a taunting burst from origin point — enemies at the origin who fail a Wisdom save gain Goading Attack for 2 turns
  • Works across elevation differences

Taunting Step is a hit-and-run control tool. Teleport away from a melee threat, apply Goading Attack from your origin point to lock them onto you, then deal with them on your terms.

Dreadful Step

  • Teleport to target location
  • Launch a dreadful burst from origin — enemies who fail the Wisdom save take 2d10 Psychic damage in addition to Goading Attack

Dreadful Step is the damage variant of Taunting Step. Same teleport, same Wisdom save — but failure now costs 2d10 Psychic as well as the Goading condition. Use this when the taunt isn't enough by itself.

Refreshing Step

  • Teleport to target location
  • Apply Refreshing Step to yourself and all allies within 3 meters of your destination
  • Duration: Indefinite (until removed)

Refreshing Step is a support-oriented teleport. Position yourself near your party and apply a beneficial status to everyone in range as part of the movement. No action cost beyond the Bonus Action and one Steps of the Fey charge.

Disappearing Step

  • Teleport to target location
  • You become Invisible for 2 turns
  • No AoE effect — self only

Disappearing Step is your escape hatch. Teleport to safety and vanish for 2 turns. Enemies lose track of you immediately. Use it when you need to reset a bad position or buy time for a critical spell.

Level 6 Features

Misty Escape

A Reaction that triggers when you take damage.

  • Trigger: You take damage from any source
  • Cost: your Reaction and one Steps of the Fey charge — the same pool as your Level 3 teleports
  • Effect: Immediately teleport up to 60 feet to an unoccupied space you can see, and gain the Invisible condition for 2 turns

Misty Escape turns incoming damage into a repositioning opportunity. The moment you're hit, you can be somewhere else — before the rest of the attack sequence resolves — and briefly invisible on top of that. Since it spends a Steps of the Fey charge, using it aggressively competes with your Bonus Action teleports for the same limited pool.

Level 10 Features

Beguiling Defenses

  • Passive: You are immune to the Charmed condition
  • Active: a Reaction that reduces the damage of an attack that hits you. It is free once per Long Rest, and after that costs a Pact Magic slot.

Beguiling Defenses gives you complete immunity to the condition your patron is most associated with, and its Reaction half softens one incoming hit — free once per rest, then at the price of a Pact Magic slot.

Playstyle Notes

The Archfey Patron is a mobile controller that fights through positioning, charm immunity, and the constant threat of disappearing.

Your combat identity:

  1. Steps of the Fey — every Bonus Action is a teleport with a combat effect; choose your variant based on the fight
  2. Taunting/Dreadful Step — when you need to lock an enemy down or deal psychic damage from your origin point
  3. Refreshing Step — when your party is clustered, teleport into them and buff everyone
  4. Disappearing Step — when you need to vanish, this is your instant exit
  5. Misty Escape — when you take a hit, teleport away before the next one
  6. Beguiling Defenses — immune to Charm; once per rest free (or via spell slot), reduce incoming attack damage as a Reaction

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